Bug fix for attic blind
Bug fix for simple dungeon shuffles making HC your DW access with door shuffle on Bug fix for accessibility: none Moved bk/key info to keysanity screen Added chest total to keysanity screen
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@@ -1798,7 +1798,9 @@ class Spoiler(object):
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# locations: Change up location names; in the instance of a location with multiple sections, it'll try to translate the room name
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# items: Item names
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outfile.write('\n\nUnreachable Items:\n\n')
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outfile.write('\n'.join(['%s: %s' % (self.world.fish.translate("meta","items",unreachable.item), self.world.fish.translate("meta","locations",unreachable)) for unreachable in self.unreachables]))
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outfile.write('\n'.join(['%s: %s' % (self.world.fish.translate("meta", "items", unreachable.item.name),
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self.world.fish.translate("meta", "locations", unreachable.name))
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for unreachable in self.unreachables]))
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# rooms: Change up room names; only if it's got no locations in it
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# entrances: To/From overworld; Checking w/ & w/out "Exit" and translating accordingly
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@@ -42,6 +42,8 @@ def link_entrances(world, player):
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if world.mode[player] == 'standard':
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# must connect front of hyrule castle to do escape
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connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
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elif world.doorShuffle[player] != 'vanilla':
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lw_entrances.append('Hyrule Castle Entrance (South)')
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else:
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dungeon_exits.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
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lw_entrances.append('Hyrule Castle Entrance (South)')
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@@ -55,6 +57,11 @@ def link_entrances(world, player):
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if world.mode[player] == 'standard':
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# rest of hyrule castle must be in light world, so it has to be the one connected to east exit of desert
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connect_mandatory_exits(world, lw_entrances, [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')], list(LW_Dungeon_Entrances_Must_Exit), player)
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elif world.doorShuffle[player] != 'vanilla':
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# sanc is in light world, so must all of HC if door shuffle is on
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connect_mandatory_exits(world, lw_entrances,
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[('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)', 'Hyrule Castle Exit (South)')],
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list(LW_Dungeon_Entrances_Must_Exit), player)
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else:
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connect_mandatory_exits(world, lw_entrances, dungeon_exits, list(LW_Dungeon_Entrances_Must_Exit), player)
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connect_mandatory_exits(world, dw_entrances, dungeon_exits, list(DW_Dungeon_Entrances_Must_Exit), player)
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@@ -2047,6 +2054,14 @@ def simple_shuffle_dungeons(world, player):
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else:
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hc_target = multi_dungeons[2]
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# door shuffle should restrict hyrule castle to the light world due to sanc being limited to the LW
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if world.doorShuffle[player] != 'vanilla' and hc_target == 'Turtle Rock':
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swap_w_dp = random.choice([True, False])
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if swap_w_dp:
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hc_target, dp_target = dp_target, hc_target
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else:
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hc_target, tr_target = tr_target, hc_target
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# ToDo improve this?
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if world.mode[player] != 'inverted':
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2
Main.py
2
Main.py
@@ -24,7 +24,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute
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from ItemList import generate_itempool, difficulties, fill_prizes
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from Utils import output_path, parse_player_names
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__version__ = '0.1.0.10-u'
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__version__ = '0.1.0.11-u'
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class EnemizerError(RuntimeError):
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pass
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@@ -10,6 +10,9 @@
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### Experimental features
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* Moved BK information and total chest keys per dungeon to keysanity menu. The info there requires compass for all info.
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* Map still required for on-hud key counter.
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* Added total counter to keysanity the compass/map screen when you have the compass for the dungeon.
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* Open "Edge" transitions can now be linked with normal doors
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* "Straight" staircases (the ones similar to normal doors) can be linked with both normal doors and edges
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@@ -28,4 +31,8 @@
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* Swamp flooded ladders in the basement now requires Flippers
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* PoD EG Glitch gets killed on transitions (Only when DR is on)
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* Problem with standard logic fixed wanting you to pass through the tapestry backwards to rescue Zelda
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* Fixed SRAM corruption issues (we believe)
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* Fixed SRAM corruption issues
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* Problem with the dungeons requiring you to take Blind through her attic fixed. (Maiden no longer despawns)
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* Hyrule Castle will not be your DW access in various Entrance Shuffles: simple, restricted, dungeonssimple, dungeonsfull
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(Also prevents getting stuck in TR opening)
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* Beatable only (accessibility: none) no longer fails when there are unplaced items
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4
Rom.py
4
Rom.py
@@ -22,7 +22,7 @@ from EntranceShuffle import door_addresses, exit_ids
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JAP10HASH = '03a63945398191337e896e5771f77173'
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RANDOMIZERBASEHASH = '2a64368fe169ff1e5099ef65f926417f'
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RANDOMIZERBASEHASH = 'ad03900849f7220770bd8d00ed514dad'
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class JsonRom(object):
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@@ -608,6 +608,8 @@ def patch_rom(world, rom, player, team, enemized):
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rom.write_byte(0x13f01c+offset, layout.max_chests + layout.max_drops)
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rom.write_byte(0x13f02a+offset, layout.max_chests)
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builder = world.dungeon_layouts[player][name]
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rom.write_byte(0x13f070+offset, builder.location_cnt % 10)
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rom.write_byte(0x13f07e+offset, builder.location_cnt // 10)
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bk_status = 1 if builder.bk_required else 0
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bk_status = 2 if builder.bk_provided else bk_status
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rom.write_byte(0x13f038+offset*2, bk_status)
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@@ -561,10 +561,14 @@ BigKeyStatus: ;27f038 (status 2 indicate BnC guard)
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dw $0002, $0002, $0001, $0001, $0000, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001, $0001
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DungeonReminderTable: ;27f054
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dw $2D50, $2D50, $2D51, $2D52, $2D54, $2D56, $2D55, $2D5A, $2D57, $2D59, $2D53, $2D58, $2D5B, $2D5C
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;27f070
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TotalLocationsLow: ;27f070
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db $08, $08, $06, $06, $02, $00, $04, $08, $08, $08, $06, $08, $02, $07
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TotalLocationsHigh: ;27f07e
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db $00, $00, $00, $00, $00, $01, $01, $00, $00, $00, $00, $00, $01, $02
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;27F08C
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; Vert 0,6,0 Horz 2,0,8
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org $27f080
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org $27f090
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CoordIndex: ; Horizontal 1st
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db 2, 0 ; Coordinate Index $20-$23
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OppCoordIndex:
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@@ -584,7 +588,7 @@ dw $007f, $0077 ; Left/Top camera bounds when at edge or layout frozen
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dw $0007, $000b ; Left/Top camera bounds when not frozen + appropriate low byte $22/$20 (preadj. by #$78/#$6c)
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dw $00ff, $010b ; Right/Bot camera bounds when not frozen + appropriate low byte $20/$22
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dw $017f, $0187 ; Right/Bot camera bound when at edge or layout frozen
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;27f09e next free byte
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;27f0ae next free byte
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org $27f100
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TilesetTable:
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@@ -120,10 +120,15 @@ jsl GuruguruFix : bra .next
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nop #3
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.next
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org $028fc9
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nop #2 : jsl BlindAtticFix
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; also rando's hooks.asm line 1360
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; 106e4e -> goes to a0ee4e
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; 106e4e -> goes to a0ee4e
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org $a0ee84 ; <- 6FC4C - headsup_display.asm : 836 (LDA $7EF36E : AND.w #$00FF : ADD.w #$0007 : AND.w #$FFF8 : TAX)
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jsl DrHudOverride
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org $0ded04 ; <- rando's hooks.asm line 2192 - 6ED04 - equipment.asm : 1963 (REP #$30)
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jsl DrHudDungeonItemsAdditions
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org $098638 ; rando's hooks.asm line 2192
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jsl CountChestKeys
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org $06D192 ; rando's hooks.asm line 457
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@@ -36,35 +36,92 @@ HudAdditions:
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+ lda.w DRFlags : and #$0004 : beq .restore
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lda $7ef368 : and.l $0098c0, x : beq .restore
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lda #$2811 : sta $7ec740
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lda $7ef366 : and.l $0098c0, x : bne .check
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lda.w BigKeyStatus, x : bne + ; change this, if bk status changes to one byte
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lda #$2574 : bra ++
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+ cmp #$0002 : bne +
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lda #$2420 : bra ++
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+ lda #$207f : bra ++
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.check lda #$2826
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++ sta $7ec742
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; lda #$2811 : sta $7ec740
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; lda $7ef366 : and.l $0098c0, x : bne .check
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; lda.w BigKeyStatus, x : bne + ; change this, if bk status changes to one byte
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; lda #$2574 : bra ++
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; + cmp #$0002 : bne +
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; lda #$2420 : bra ++
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; + lda #$207f : bra ++
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; .check lda #$2826
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; ++ sta $7ec742
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txa : lsr : tax
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lda $7ef4e0, x : jsr ConvertToDisplay : sta $7ec7a2
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lda #$2830 : sta $7ec7a4
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lda.w ChestKeys, x : jsr ConvertToDisplay : sta $7ec7a6
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lda #$2871 : sta $7ec780
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lda.w TotalKeys, x
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sep #$20 : !sub $7ef4b0, x : rep #$20
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jsr ConvertToDisplay : sta $7ec782
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; lda #$2871 : sta $7ec780
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; lda.w TotalKeys, x
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; sep #$20 : !sub $7ef4b0, x : rep #$20 ; todo 4b0 no longer in use
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; jsr ConvertToDisplay : sta $7ec782
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.restore
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plb : rts
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}
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HudOffsets:
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; none hc east desert aga swamp pod mire skull ice hera tt tr gt
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dw $fffe, $0000, $0006, $0008, $0002, $0010, $000e, $0018, $0012, $0016, $000a, $0014, $001a, $001e
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DrHudDungeonItemsAdditions:
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{
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jsl DrawHUDDungeonItems
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lda.l HUDDungeonItems : and #$ff : bne + : rtl : +
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lda.l DRMode : cmp #$02 : beq + : rtl : +
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phx : phy : php
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rep #$30
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lda !HUD_FLAG : and.w #$0020 : beq + : bra ++ : +
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lda HUDDungeonItems : and.w #$0003 : bne + : bra ++ : +
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lda.w #$2810 : sta $1684 ; small keys icon
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lda.w #$2811 : sta $16c4 ; big key icon
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lda.w #$2810 : sta $1704 ; small keys icon
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ldx #$0002
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- lda $7ef364 : and.l $0098c0, x : beq + ; must have compass
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lda.l HudOffsets, x : tay
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jsr BkStatus : sta $16C6, y ; big key status
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lda.l ChestKeys, x : jsr ConvertToDisplay2 : sta $1706, y ; small key totals
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+ inx #2 : cpx #$001b : bcc -
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++
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lda !HUD_FLAG : and.w #$0020 : bne + : bra ++ : +
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lda HUDDungeonItems : and.w #$000c : bne + : bra ++ : +
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lda.w #$24f5 : sta $1704 ; blank
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ldx #$0002
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- lda $7ef364 : and.l $0098c0, x : beq + ; must have compass
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lda.l HudOffsets, x : tay
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phx ; total chest counts
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txa : lsr : tax
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lda.l TotalLocationsLow, x : jsr ConvertToDisplay2 : sta $1706, y
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lda.l TotalLocationsHigh, x : jsr ConvertToDisplay2 : sta $16c6, y
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plx
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+
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+ inx #2 : cpx #$001b : bcc -
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++
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plp : ply : plx : rtl
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}
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BkStatus:
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lda $7ef366 : and.l $0098c0, x : bne +++ ; has the bk already
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lda.l BigKeyStatus, x : bne ++
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lda #$2574 : rts ; X for no BK
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++ cmp #$0002 : bne +
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lda #$2420 : rts ; symbol for BnC
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+ lda #$24f5 : rts ; black otherwise
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+++ lda #$2826 : rts ; check mark
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ConvertToDisplay:
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and #$00ff : cmp #$000a : !blt +
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and.w #$00ff : cmp #$000a : !blt +
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!add #$2553 : rts
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+ !add #$2490 : rts
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ConvertToDisplay2:
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and.w #$00ff : beq ++
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cmp #$000a : !blt +
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!add #$2553 : rts
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+ !add #$2816 : rts
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++ lda #$3020 : rts
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CountChestKeys:
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jsl ItemDowngradeFix
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@@ -73,4 +73,10 @@ GuruguruFix:
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lda $a0 : cmp #$df : !bge +
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and #$0f : cmp #$0e : !blt +
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iny #2
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+ rtl
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+ rtl
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BlindAtticFix:
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lda.l DRMode : beq +
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lda #$01 : rtl
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+ lda $7EF3CC : cmp.b #$06
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rtl
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